Saipan, scenario fourteen: Third Time’s A Charm? | ||||||||||||
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Disclosure, I am the Designer and feel all my scenarios fall into the range of 4-5, 90-100% or I wouldn’t have created them, so take my ratings with a grain of salt! The only reason any are a 4, is because they are more difficult to make from design to development. Saipan, scenario fourteen: Third Time’s A Charm? Another interesting puzzle of a scenario to play both for setup defenses and attack approaches! With only 12 turns it took the Marines almost 4 turns just to make contact with the Japanese but luckily they stuck to main road and open areas or light jungle, while moving. The objective was not so much to engage every enemy unit but to take out the two entrenchment hexes. They also setup their MK 7 Multiple Rocket Launcher Truck to provide support. The first entrenchment was taken without too much difficulty but the second was as close as it ever gets. The Americans softened it up with direct & bombardment fire then assaulted, it went back and forth with both sides reinforcing it. Finally the Americans controlled it on turn 11 but the Japanese last Infantry unit in the area re-assaulted it trying to deny Marines victory at the last hour but became demoralized. On turn 12 the Americans couldn’t get the Japanese demoralized unit out of the hex until the Japanese rolled for recovery and failed having to leave the hex on the last roll of the game giving the Americans a victory. I don’t remember too many games where the scenario came down to the last dice roll. Very fun and this little scenario really could have gone either way. Maybe my Japanese setup could have been better but I thought it was good? I’ll have to try this one again! |
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